3.4 Hand-to-Hand Combat

Wrestling combat refers to a form of hand-tohand combat in which the character attempts to restrain, hold or grapple with an opponent, or forcibly remove an item from that character's possession. It is less effective than Slugfest combat, but has the advantage of restraining the opponent's actions.

As with Slugfest combat, the opponents in a wrestling attack must be adjacent, or have Powers, weapons, or abilities that allow the attacker to reach the defender. Doctor Octopus' arms, or a bit of web-ball flung out to snatch the Maltese Falcon from the opponent's hand, would fall under this category.

Wrestling combat is resolved on the Universal Table using the attacker's Strength ability. The result is noted on the Effects Table, and is determined whether the attack is Grappling, Grabbing, or Escaping.

Grappling

This maneuver has two stages. The initial grappling (grab the other character) in the first round. Then in the second round, maintain the grab as well as doing damage to character.

Initial Grapple

+roll/gp <target>

A Grappling Attack is an attack designed to limit the movement abilities of the opponent. A Grappling attack may score a Miss, Partial Hold, or Hold result.

  • A Miss indicates the attacker has failed to hold onto the opponent. The attacker may not make other attacks this round.
  • A Partial Hold indicates the attacker has grabbed onto an arm, leg, or other part in such a way that will limit actions but not reduce them in full. The attacker may choose exactly what she has grabbed onto. The target may perform any normal actions, but at a -2 CS penalty, and may not move if the attacker's Strength is equal to or greater than the target's. No damage is inflicted in a Partial Hold.
  • A Full Hold indicates the attacker has placed the target in a position where the target is fully restrained from action, and may damage the target. The target is considered held until the attacker releases the target or the target escapes. The attacker may perform one action in addition to maintaining the hold, and may inflict up to the Strength level of damage to the target (subject to Body Armor).

Body Armor has no effect on the initial hit of a Grappling attack, as no damage is done initially.

Subsequent Grapple

+roll/gm <target>

During this period, the grappling character will want to do something with the grappled character. There are many options but the grappler must discern whether or not he/she can maintain the hold. Therefore the +roll will result in various outcomes. If the hold is maintained, and the grappler has the advantage, then he/she can do any of the following:

Squeeze: Apply damage
Perform a hold
Perform a takeaway
Throw the opponent

Escaping

Escaping is an action used by individuals placed in a hold to slip free of the opponent and possibly reverse the damage. A character making an escape may Miss, Escape, or Reverse the Hold.

  • A character scoring a Miss result may make no other action that turn, and is considered held.
  • A character scoring an Escape result is free of the hold. The character may move at half speed, but may not perform any other actions.
  • A character scoring a Reverse is free of the hold and in a position to do one of the following: Move up to half distance. attempt to Grapple the former attacker, or perform any other action at a -2 CS.

Grabbing

A Grabbing Attack is an attack geared at taking a possession away from an opponent, like a gun, bomb, or Maltese Falcon. A character making a Grabbing attack may score a Miss, Take, Grab, or Break result. These results may have differing effects depending on the relative Strengths of the combatants. Grabbing combat normally does not inflict damage.
A Miss result indicates the item in question is not in your character's possession. If the item was in another character's possession, it still is. If the item was in no one's possession, the item is knocked loose and will be up to one area away in any direction.

  • A Miss result indicates that the attacker completely missed grabbing the item in question.
  • A Partial Grab result indicates that the attacker and target both have the object in question. However the target has a greater control over it. In the next round, a strength vs strength roll will determine the result. In this roll, the attacker's strength is at a -1CS.
  • A Full Grab result means that the attacker and target both hold the item in question equally and have equal chance in a strength vs strength roll to see who can successfully claim said object.
  • A Potential Break result means that the attacker has a greater grasp of the object in question. A strength vs strength roll must be made, however if the attacker rolls a Red FEAT result, the object will be damaged or broken completely. The target (original holder of item) takes a -1CS strength to his or her roll.

Charging (Endurance Attack)

Charging combat is a form of attack that combines movement and combat. Whereas making any other attack or action halves movement, a charging character may make his full movement and still strike. Charging is a favored method for heroes trying to close the distance between themselves and an opponent with a range weapon, and certain individuals such as Rhino, Juggernaut, and Bulldozer make this their preferred form of attack.

A character must move at least one area to make a charging attack, but may move his entire movement rate to reach the combat. For each area the character moves through before reaching combat, the attacker gets a +1 CS, up to a maximum of +3 CS (Endurance for figuring this may not be raised beyond Shift Z in any event).

Charging attacks are resolved on the Universal Table, checking under the Charging column of the Effects Table. The character making a charging attack may score a Miss, Hit, Slam, or Stun.

  • A character scoring a Miss result inflicts no damage. In addition, the character continues his move for half the character's speed (round up) after the attack. Any change in direction would require an additional Agility FEAT. If the straight line passes into some material obstacle, the character makes an attack on that obstacle instead. The attacked character may return the attack only if his action was originally following the charge.
  • A character scoring a Hit result inflicts up to his maximum current Endurance or his Body Armor rank in damage, whichever is higher, plus two additional points of damage for every area covered in the attack. (A character moving 10 areas with an Endurance of Good (10) hits an unarmored opponent at top speed, inflicts 10 + 2x10 = 30 points of damage.)
  • A character scoring a Slam result inflicts damage as for a hit, and in addition may Slam an opponent.
  • A character scoring a Stun result inflicts damage as for a hit, and in addition may Stun the opponent. The attacker may inflict up to his Endurance or Body Armor in damage, but additional damage from speed is fixed. The attacker may also choose a lesser effect than that rolled.

Body Armor may influence the damage of a charge attack. If the defender's Body Armor is greater than the damage inflicted by the attacker, the damage is rebounded onto the attacker. If the attacker's Body Armor is greater than the rebounded damage, neither side takes damage. (Stuns and Slams still apply.)

Example: The character making the attack above has Good Body Armor, and makes the attack at 10 speed with Good Endurance on an opponent with Excellent Body Armor. The first 20 points of that are covered by the target's Body Armor, and as such are returned to the user. The attacker takes 20 points, 10 of which are absorbed by his own body armor. The attacker therefore takes 10 points from his own attack.

Charging inanimate objects is handled in a similar manner, with the item's material strength counted as Body Armor. Charging through a Good strength wall will inflict 10 points of damage on the attacker, unless that damage is absorbed by Body Armor. This applies to characters who are slammed through walls, charge past a target into a wall, or fail to pull out of a dive.

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